Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Special pages
Niidae Wiki
Search
Search
Appearance
Create account
Log in
Personal tools
Create account
Log in
Pages for logged out editors
learn more
Contributions
Talk
Editing
Orthogonal matrix
(section)
Page
Discussion
English
Read
Edit
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
View history
General
What links here
Related changes
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Elementary constructions== ===Lower dimensions=== The simplest orthogonal matrices are the {{nowrap|1 × 1}} matrices [1] and [−1], which we can interpret as the identity and a reflection of the real line across the origin. The {{nowrap|2 × 2}} matrices have the form <math display="block">\begin{bmatrix} p & t\\ q & u \end{bmatrix},</math> which orthogonality demands satisfy the three equations <math display="block">\begin{align} 1 & = p^2+t^2, \\ 1 & = q^2+u^2, \\ 0 & = pq+tu. \end{align}</math> In consideration of the first equation, without loss of generality let {{math|1=''p'' = cos ''θ''}}, {{math|1=''q'' = sin ''θ''}}; then either {{math|1=''t'' = −''q''}}, {{math|1=''u'' = ''p''}} or {{math|1=''t'' = ''q''}}, {{math|1=''u'' = −''p''}}. We can interpret the first case as a rotation by {{mvar|θ}} (where {{math|1=''θ'' = 0}} is the identity), and the second as a reflection across a line at an angle of {{math|{{sfrac|''θ''|2}}}}. <math display="block"> \begin{bmatrix} \cos \theta & -\sin \theta \\ \sin \theta & \cos \theta \\ \end{bmatrix}\text{ (rotation), }\qquad \begin{bmatrix} \cos \theta & \sin \theta \\ \sin \theta & -\cos \theta \\ \end{bmatrix}\text{ (reflection)} </math> The special case of the reflection matrix with {{math|1=''θ'' = 90°}} generates a reflection about the line at 45° given by {{math|1=''y'' = ''x''}} and therefore exchanges {{mvar|x}} and {{mvar|y}}; it is a [[permutation matrix]], with a single 1 in each column and row (and otherwise 0): <math display="block">\begin{bmatrix} 0 & 1\\ 1 & 0 \end{bmatrix}.</math> The identity is also a permutation matrix. A reflection is [[Involutory matrix|its own inverse]], which implies that a reflection matrix is [[symmetric matrix|symmetric]] (equal to its transpose) as well as orthogonal. The product of two rotation matrices is a [[rotation matrix]], and the product of two reflection matrices is also a rotation matrix. ===Higher dimensions=== Regardless of the dimension, it is always possible to classify orthogonal matrices as purely rotational or not, but for {{nowrap|3 × 3}} matrices and larger the non-rotational matrices can be more complicated than reflections. For example, <math display="block"> \begin{bmatrix} -1 & 0 & 0\\ 0 & -1 & 0\\ 0 & 0 & -1 \end{bmatrix}\text{ and } \begin{bmatrix} 0 & -1 & 0\\ 1 & 0 & 0\\ 0 & 0 & -1 \end{bmatrix}</math> represent an ''[[Inversion in a point|inversion]]'' through the origin and a ''[[improper rotation|rotoinversion]]'', respectively, about the {{math|z}}-axis. Rotations become more complicated in higher dimensions; they can no longer be completely characterized by one angle, and may affect more than one planar subspace. It is common to describe a {{nowrap|3 × 3}} rotation matrix in terms of an [[axis and angle]], but this only works in three dimensions. Above three dimensions two or more angles are needed, each associated with a [[plane of rotation]]. However, we have elementary building blocks for permutations, reflections, and rotations that apply in general. ===Primitives=== The most elementary permutation is a transposition, obtained from the identity matrix by exchanging two rows. Any {{math|''n'' × ''n''}} permutation matrix can be constructed as a product of no more than {{math|''n'' − 1}} transpositions. A [[Householder reflection]] is constructed from a non-null vector {{math|'''v'''}} as <math display="block">Q = I - 2 \frac{{\mathbf v}{\mathbf v}^\mathrm{T}}{{\mathbf v}^\mathrm{T}{\mathbf v}} .</math> Here the numerator is a symmetric matrix while the denominator is a number, the squared magnitude of {{math|'''v'''}}. This is a reflection in the hyperplane perpendicular to {{math|'''v'''}} (negating any vector component parallel to {{math|'''v'''}}). If {{math|'''v'''}} is a unit vector, then {{math|1=''Q'' = ''I'' − 2'''vv'''<sup>T</sup>}} suffices. A Householder reflection is typically used to simultaneously zero the lower part of a column. Any orthogonal matrix of size {{nowrap|''n'' × ''n''}} can be constructed as a product of at most {{mvar|n}} such reflections. A [[Givens rotation]] acts on a two-dimensional (planar) subspace spanned by two coordinate axes, rotating by a chosen angle. It is typically used to zero a single subdiagonal entry. Any rotation matrix of size {{math|''n'' × ''n''}} can be constructed as a product of at most {{math|{{sfrac|''n''(''n'' − 1)|2}}}} such rotations. In the case of {{nowrap|3 × 3}} matrices, three such rotations suffice; and by fixing the sequence we can thus describe all {{nowrap|3 × 3}} rotation matrices (though not uniquely) in terms of the three angles used, often called [[Euler angles]]. A [[Jacobi rotation]] has the same form as a Givens rotation, but is used to zero both off-diagonal entries of a {{nowrap|2 × 2}} symmetric submatrix.
Summary:
Please note that all contributions to Niidae Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Encyclopedia:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Search
Search
Editing
Orthogonal matrix
(section)
Add topic